In my spare time, I’m working on a small multi-platform 3d engine written in C++ using openGL for graphics. The supported platforms are osx, iphone and windows.

I’m using blender for asset generation and export the models to Collada which can be imported into the engine. It uses deferred rendering and supports normal mapping, frustum culling and shadow maps.

The reverse engineering was based on efforts on Xentax.com and the gaps analyzed further using 010-editor. Then my 3D visualizer was extended with a parser and some classes to support Diablo3 meshes and animations.The mesh for "Diablo3" with its 3 stages of destruction is shown below.